Regiguns (1.52)

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Re: [WIP] Regiguns 0.50

Postby Se7eNytes » Fri Mar 25, 2011 12:17 pm

Although it is not the coolist hud out there, I'm glad that you decided to put the health display back. And speaking of health, since it and armor could go over 100, I suggest making the bars show you over 100. Try something like 'overlay' for instance. Check Xaser's Psychic mod, something like that has been done to health and armor.

Will add soon.
Half-done, right now the HUD bars appear really messed up. So for now, when energy is above 100, it will turn green, then while above 150, it will turn purple.

Sniper rifle's no-scope fire spread needs to be lowered a little because with the current spread you could blast yourself if you are near a wall.

Done. It's possible to get an accurate shot while not scoping as long as the enemy isn't across a map.
Last edited by Se7eNytes on Mon Apr 18, 2011 11:19 am, edited 1 time in total.
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Re: [WIP] Regiguns 0.60

Postby Se7eNytes » Tue Mar 29, 2011 3:08 pm

Regiguns 0.60 is released.
Download Link

Changelog: 0.60
- Added bullet casings.
- Added colored HUD bars.
- The map title is shown on the HUD.
- The weapon names are shown on the HUD.
- The Spider Mastermind's attack is less ear raping.
- Health no longer goes above 100.
- Megasphere graphic is the R667 Summon Sphere.
- Megaspheres replace Berserks, Backpacks and Soul Spheres.
- Fixed Spectre not using the modified attack.
- Increased Enforcer's damage to 50.
- Increased no-scope accuracy of the Sniper Rifle.
- Changed Sniper Rifle crosshair to #2.
Last edited by Se7eNytes on Tue Apr 26, 2011 10:12 am, edited 2 times in total.
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Re: [WIP] Regiguns 0.60

Postby JimmyJ » Wed Mar 30, 2011 12:13 am

I feel like the shotgun isn't very useful, I never find myself using it.
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Re: [WIP] Regiguns 0.60

Postby |Riccola| » Wed Mar 30, 2011 2:45 am

Heres a video of me playing it. :)
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Re: [WIP] Regiguns 0.63

Postby Se7eNytes » Wed Mar 30, 2011 10:43 pm

Updated.

Download Link

Changes: v0.61 - v0.63 (03/29/2011 - 03/30/2011)
- Added plasma sparks on the puffs.
- Added gunsmoke.
- Added blood splat sounds.
- Added new sprites for the Explosive Barrel.
- Added a new blood effect.
- Bullet puffs make ricochet sounds.
- Decreased Pulse Rifle damage to 17.5.
- Increased amount of blood.
- Increaed spread of the Pulse Rifle.
- Increased Sniper Rifle direct hit damage to 600.
- Increased range of the close range pellets of the Scattergun to 400.
- Increased Cyberdemon health to 7500.
- Increased Spider Mastermind's health to 6000.
- Removed non-red blood from enemies.
- Tightened the spread of all the close range pellets.

Weapon balance seems better now, one full charge of Scattergun blasts deal around 800 damage, one full charge of Pulse Rifle shots deal around 600 damage.
Last edited by Se7eNytes on Thu Mar 31, 2011 1:26 pm, edited 2 times in total.
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Re: [WIP] Regiguns 0.63

Postby JimmyJ » Thu Mar 31, 2011 1:37 am

I have an issue with Regiguns, when I run it on my laptop, I have a large black box covering up the left side of the screen, can't see anything.
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Re: [WIP] Regiguns 0.63

Postby Se7eNytes » Thu Mar 31, 2011 2:04 am

JimmyJ wrote:I have an issue with Regiguns, when I run it on my laptop, I have a large black box covering up the left side of the screen, can't see anything.

What version of ZDoom are you running? When I ran this with ZDoom 2.5.0 this black box (which is the fade in to levels and death effect) appeared on the right side of the screen but with the latest SVN it doesn't happen.
Last edited by Se7eNytes on Thu Mar 31, 2011 1:56 pm, edited 1 time in total.
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Re: [WIP] Regiguns 0.63

Postby JimmyJ » Thu Mar 31, 2011 2:45 am

Se7eNytes wrote:
JimmyJ wrote:I have an issue with Regiguns, when I run it on my laptop, I have a large black box covering up the left side of the screen, can't see anything.

What version of (G?)ZDoom are you running? When I ran this with ZDoom 2.5.0 this black box (which is the fade in to levels and death effect) appeared on the right side of the screen but with the latest SVN it doesn't happen.

Ahh, upgrading to the latest SVN did it, thank you.
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Re: [WIP] Regiguns 0.65

Postby Se7eNytes » Mon Apr 04, 2011 12:17 am

Updated.

Download Link

Changes: v0.65 (03/03/2011)
- Added a scope sprite for the Sniper Rifle.
- Added gunsmoke to bullet impacts.
- BRIGHTend sprites where necessary.
- Certain enemies drop different pickups.
- Fixed 'A' showing up when killed.
- Fixed pistol casing animation.
- Increased the draw speed of the Fists and Enforcer.
- Increased the damage of the Pulse Rifle to 20.
- Lost Souls can strafe.
- Tightened spread of the Pulse Rifle.
- Tunnel vision now only shows up at 20 HP.
- Tunnel vision pulses with each heartbeat.
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Re: [WIP] Regiguns 0.70

Postby Se7eNytes » Tue Apr 05, 2011 8:31 pm

Non-mouselook friendliness update.

Download Link

Changes: v0.70 (03/05/2011)
- Added a Devil Imp sprite.
- Added a non-mouselook friendly class.
- Added some more Doom 64 sprites. (Demon and explosion sprite)
- Added the 'big' pain sound from Doom 64.
- Enlarged Baron of Hell and Mancubus.
- Imps now throw two fireballs.
- Removed recoil from Chainsaw.
- Tunnel vision shows up at 25 HP.
Last edited by Se7eNytes on Thu May 05, 2011 10:37 am, edited 3 times in total.
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Re: [WIP] Regiguns 0.70

Postby Blue Shadow » Fri Apr 08, 2011 1:12 pm

Se7eNytes wrote:- Added a non-mouselook friendly class.

I appreciate that.

Se7eNytes wrote:- Added some Doom 64 sprites.

I don't think using Doom 64 sprites is a good idea , except maybe for projectiles, because they just don't match in style with Doom ones.
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Re: [WIP] Regiguns 0.80

Postby Se7eNytes » Sat Apr 09, 2011 4:57 pm

Updated.

Download Link

Changes: v0.80 (03/09/2011)
- Added a grenade launcher attack to the Pulse Rifle.
- Added a new sound to the Enforcer.
- All enemies are down to their original size.
- Beefed up the Sniper Rifle.
- BRIGHTended more sprites where needed.
- Fixed casings not moving with sectors.
- Gun enemies spawn casings.
- Increased Arch-Vile's health to 1000.
- Increased attack rate of the Fists.
- Increased Cyberdemon's health to 10000.
- Increased recoil of the Sniper Rifle.
- Increased Spider Mastermind's health to 8000.
- Lost Souls no longer deal random damage.
- Reduced chance of small blood splats spawning.
- Removed translucent explosions from the rocket.
- Removed Doom 64 sprites from the Demon.
- Repositioned keys on HUD.
- Revenants no longer deal random melee damage.
- Scope sprite no longer bobs.

[EDIT] Quick video of 0.85 with stuttering toward the end.
Last edited by Se7eNytes on Mon Apr 11, 2011 10:25 pm, edited 1 time in total.
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Re: [WIP] Regiguns 0.90

Postby Se7eNytes » Mon Apr 11, 2011 9:22 pm

Updated.

Download Link

Changes: v0.90 (03/11/2011)
- Added a white flash to the Sniper Rifle shots.
- Added blood to monster explosions.
- Added blood to some player deaths.
- Added trails to the grenade and Sniper Rifle slug.
- Arch-Viles cannot be pushed by damage.
- Either rifle or shotgun zombies can spawn in zombie spots.
- Energy starts recharging after the intermission screen.
- Enforcer ejects a smaller pistol casing.
- Enforcer, Pulse Rifle, and Scattergun can longer gib.
- Fixed non-mouselook friendly Scope not removing itself.
- Grenade Launcher ejects a larger pistol casing.
- Health is fully restored after the intermission screen.
- Increased gravity of the Grenade.
- MegaSpheres replace the BFG 9000.
- Reduced amount of casings Spider Demons spawn.
- Removed forced crosshairs from the Sniper Rifle.
- Removed thrusting recoil from the Sniper Rifle.
- Renamed some weapons after Mass Effect weapons.
- Replaced several sound effects.
- Ricochet hit sounds are at their original volume.
- Sniper Rifle firing animation looks less static.

The Devastator-like weapon is going to be scrapped and will be replaced by a new weapon; the Immobilizer Cannon.
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Re: [WIP] Regiguns 0.90

Postby marble » Tue Apr 12, 2011 5:32 pm

the "location" thing should fade away a few seconds after the map starts, it's annoying having it there in big letters for the rest of the level, the same thing with the text that indicates wich weapon you are wielding, it should fade away like 2 seconds after you select a new weapon.
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Re: [WIP] Regiguns 0.90

Postby Se7eNytes » Tue Apr 12, 2011 5:41 pm

the "location" thing should fade away a few seconds after the map starts, it's annoying having it there in big letters for the rest of the level,

The most I can do is make it use SMALLFONT so it's less distracting, even though in my opinion CONFONT looks better.

the same thing with the text that indicates wich weapon you are wielding, it should fade away like 2 seconds after you select a new weapon.

The weapon name has been reduced to the icon of the weapon in the current version.
Never mind, the HUD now just takes up less space.
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